Bane is a powerful spell that allows a saving throw to the opponent. The Cleric class in Dungeons and Dragons (D and D) is the most wide-open class in 5E, allowing players to be a warrior, a spell caster, or a combination of both depending on their build. The Cleric table shows how many spell slots are available for casting 1st level and higher spells. To cast one of these spells, players must expend a slot of the spell’s level or expend a slot of the spell’s level.
The Cleric table also lists all official Cleric spells for Fifth Edition. A 1st level Cleric can prepare up to their Wisdom Modifier + Cleric Level per day. They can choose any spell they want from the list of spells they can cast. The best Cleric spells in Baldur’s Gate 3 revolve around healing and support abilities, but there are some powerful outliers.
To determine available spell slots, players must add together all levels in the bard, cleric, druid, sorcerer, and wizard classes. For a durable front-line cleric, players should look for traits that cannot be replicated with cleric spells like Darkvision, damage resistances, and flight. The new D and D character sheet, available for free, supports both 2014 and 2024 rules.
📹 Mischief’s Guide to Cleric in 60 Seconds
If you’re going to do this, try to get whatever help you can get. Don’t be the only one who can pop a heal when the situation is …
How do you recharge cleric spells?
To recharge regular Spell Slots as a Sorcerer or a Cleric, take a long rest by clicking and holding on the campfire icon on the right side of the user interface. This requires being in a camp with enough materials for long rests. For Warlock Spell Slots, perform a short rest by pressing and holding the campfire icon on the right side of the user interface. For Action Surges, use long and short rests for battle recharge. Class-specific abilities may require recharging, but the method is detailed in the description. It is essential to have enough camp materials and camp materials for long rests.
How does a wizard learn spells in 5E?
Wizards acquire new spells through a process of experimentation and growth, whereby they learn from other wizards, ancient texts, inscriptions, and ancient creatures such as the fey. Nevertheless, the JavaScript functionality is either disabled or obstructed by browser extensions, and the browser in question lacks the capacity to support cookies.
How do clerics get their magic?
A cleric was a divine servant of one or more gods, using martial might and divine magic fueled by their faith. They were empowered by ritual training and their god’s favor. Clerics, often portrayed as revered or terrifying, inspired reverence or terror depending on their aims and who they served. Famous clerics include Fzoul Chembryl, Cadderly Bonaduce, and Qilue Veladorn. Being a cleric meant becoming a messenger of the gods, offering great power but also requiring immense responsibility.
How do you heal as a cleric?
Clerics are able to cast a basic healing spell, but this requires a certain degree of knowledge and time to master. Additionally, they may discover a shrine of healing, which is a green stone altar with a statue and a glowing ball of green energy that can be utilized for the purpose of healing. For further assistance in the more challenging levels, it is recommended to reinforce one’s knowledge of spell casting in order to assist wizards and clerics in reaching the extraction point in a timely manner.
How to refill cleric spells dark and darker?
The spell wheel delineates the extent of spell usage, indicating that the Fireball spell has a remaining capacity of two uses. Wizards and Clerics may replenish their spells by resting at a campfire or utilizing a meditation skill.
How do you recover spells in cleric?
The Cleric table indicates the number of spell slots available for casting 1st-level and higher spells. To cast a spell, one must expend a slot of the spell’s level or higher. All expended spell slots are regained after a long rest. To prepare a list of cleric spells, choose a number equal to your Wisdom modifier and your cleric level, with a minimum of one spell. For example, a 3rd-level cleric with a Wisdom of 16 can have six 1st or 2nd-level spells in any combination. Casting a 1st-level spell, like Cure Wounds, doesn’t remove it from the list of prepared spells.
How do you get spells as cleric?
Clerics receive their spells on a daily basis through the practice of meditation or prayer. In contrast, magic-users must either discover new spells or learn existing ones. The spells available for selection are listed according to their level, from 1st to 3rd. A second-level cleric is permitted to select any first-level spell they desire for that day, whereas a third-level cleric may choose any two first-level spells or two identical first-level spells.
Can a cleric teach a wizard spells?
A wizard is able to learn a spell from a cleric’s scroll, provided that the spell is included on the wizard spell list and that the scroll is not restricted to a specific class type. Provided that the spell is included on a spell list, it may be read and cast.
How to recharge spell slots?
Long Rest can refill full health and spell slots for a party with the required food items. However, it’s important to avoid Long Rests, especially during quests, as it can pass time and hinder the story’s progress. Instead, ration spells and focus on Cantrips for bigger spells. Some classes can use “Spell Slot Restoration” to refill spells once per Long Rest. Using Short Rests, Cantrips, and being cautious about spell usage can help avoid Long Resting more frequently.
What levels do clerics get spells?
The list of levels of cleric spells includes the following cantrips: guidance, light, mending, bane, aid, augury, animation of the dead, beacon of hope, curse, banishment, control of water, commune, contagion, blade barrier, creation of undead, and conjuring celestial and divine words.
How do you regain spells as cleric dark and darker?
Ironmace plans to introduce a new version of Meditation for Priests, allowing them to restore spells without the need for Campfires, similar to a Wizard. This change was made to improve the efficiency of the system, which previously required clerics to sit down for spell regening. The system has been overhauled to allow sitting for spell regening, and there are no longer campfires for full spell restoration on the spot. This change is referred to as a Long Rest.
📹 All changes in the Clerics and Revised Species playtest: One D&D
Timestamps: 0:00 Intro 2:57 Aid spell 4:41 Attack action 5:52 Banishment spell 6:50 Dazed condition 7:35 Guidance spell 8:42 …
Items I missed: 1) The equip/unequip a weapon section was changed. “Before or after any attack” was changed to “Before or after each attack” 2) Spiritual Weapon now has different scaling when cast at a higher level 3) The Dragonborn breath weapon includes the option for a cone or line 4) Interruptions to a long rest increase the long rest time requirement by one hour 5) The wording on light (weapon property) was changed to clarify that both weapons must be in your hands already when you begin your attack action to get the extra attack
One thing to mention: Crawford did say in one of the recent articles that the subclass starting a lv3 was standardised for almost all classes. That means there might be a class (most probably sorcerer/warlock since their bloodline/patron is what gives them their magic) that still gets their subclass features at other levels
What I’m realizing I like about the species changes is that the more I see, the more it seems they’re really embracing differences in SPECIES rather than the culture of different races. So things like dwarves having armor and brewers training, that was a cultural difference that might not match every dwarf. But something like giving them tremorsense, that emphasizes a physical difference between their species and others. I think that’s good both for giving more flexibility, but also because it’s a chance to do something fresh rather than having so many of the old races be reliant on cultural lore to explain their features, which would often amount to “your culture is great at XYZ skills, have a free skill or cantrip”. The Goliath having a speed boost and some giant lineage features feels more like a true different species than just some race of mountainous humans.
Aid was overwhelmingly nerfed. Temp hp now means that the spell longer stacks with anything else that gives temp hp, as well as the temp hp being gone permanently after it’s been used up. Previously, the hp gain could be regained through other healing since it was actually hp, not temp. This spell is just not worth the 2nd level spell slot for a tiny amount of temp hp that doesn’t come back.
Something Chris glossed over and has been a design decision that has bugged me for a while with this sort of thing, but have a slight issue with the “Scholar” Cleric Holy Order option (and other existing options like it that add skill proficiencies after character creation) PLEASE PLEASE PLEASE add an option to apply the Wisdom bonus to 2 skills you are proficient with from that list instead of the 2 you pick If I’m making a classic Priest style character, I want to take Religion as a proficiency on character creation, but this discourages that because then I couldn’t get the Wisdom bonus to my checks with it at level 2. My options RAW are: 1. Not take Religion as a starting proficiency and instantaneously become way better at it at level 2 2. Take Religion as both a starting proficiency AND with this feature, wasting a proficiency OR 3. Take religion as a starting proficiency and select 2 other skills and have my “Priest” be better at Arcana and History than religion Changing the final sentence to “Once you have gained these proficiencies this way, pick 2 skills from this list that you are proficient in – you gain a bonus to these skill checks equal to your Wisdom modifier” would allow for players to instead enhance what they’re already good at, instead of miraculously having their best skills only become their best skills at level 2 (or even level 9, bleh). Even a rules glossary entry that says “Any time you would gain proficiency in a skill through a class feature and already have proficiency in that skill, gain proficiency in a skill listed in the starting proficiencies section of the class that granted the additional proficiency” I hated not selecting nature and survival on my scout rouge at character creation because I could get the proficiency via a class feature later on and I didn’t want to waste it, and I’ll hate it on this new cleric if it stays this way Would love to get some fellow Treantmonk fans to put this on the survey, because if this philosophy is still around since a xanathars subclass, they clearly haven’t heard it enough
For Aid I wish that it was a pool of temp Hp to distribute among your party, with it going up to 6 creatures that means that for the majority of parties you won’t be able to get the full use of this spell. I don’t know if that would be unbalanced if someone pumped all the Hp into a single person, but I supposed there could be some work around.
Some clarification: While Spiritual Weapon was needed with concentration, it was also buffed in upcasting, going from upcasting every two levels to upcasting every level. One important change with the Dragonborn’s breath weapon from fizbans is that you now get a choice of a line or a cone, whereas the fizbans shape was determined by your subrace.
I think Guidance is better now. Resistance seems very strong, it’s almost a minor paladin aura of protection right from level 1 (reaction limited but still). I think this one is a better candidate for limited uses, because even changing one save per creature per day might be worth taking the cantrip.
The Epic Boon of Spell Recall does have its uses. Obviously bad for a full caster like Cleric or Wizard, but for Warlocks getting an extra spell slot is pretty big. Half casters like Paladin and Ranger can also make use of it, particularly Paladin since it allows you to save an extra spell slot in case an opportunity to smite comes up.
I would like to see them add 1st level ritual spells to the long rest exceptions on casting. Many of those spells are made for times of rest. I believe casting 8 hour duration spells are now on the table as well. The caster would only have to rest an extra hour and still get 7 hours of benefit and I think this a good compromise to allow rest casting of those spells.
Spiritual weapon upcast seems pretty fine. Turn 1 you could not cast it AND another big spell anyway so it often took many turns for spiritual weapon to be superior in sustained dps and hardly ever best for burst. I dont mind it much. It was objectively too good. They never wanted a full plate spell caster to do high damage anyway.
Goliath’s borderline OP now, the stone one usable proficiency times per long rest makes some of those armor of agathys builds become even more interesting, especially since armor of agathys is more available than ever. Hill giant’s also borderline OP, it’s 100% knocked prone if the enemy is hit and you deal damage (also large or smaller in size), it’s an amazing potential combo with martial classes and especially with grapplers. A good grappler can straight up punch the enemy prone and then grapple with advantage since the enemy is prone, and the enemy won’t be able to stand up next turn, so they also have disadvantage to attack. Pretty amazing “species” for a grappler or even any martial class with multiple attacks.
What I would like to know about Prayer of Healing is how it interacts with Wish. Like, if you cast the spell using Wish, it casts as part of casting Wish (if I’ve understood it correctly). So, the question would be, how broken is it for everybody to get a 1-action short-rest in the middle of combat. Like, fighter gets 2x action surge back, warlock gets all spell slots back, monk gets all ki-points back and everyone can spend hit points to heal up. This actually sounds more busted than any other spell you can use that’s not Force Cage or Maze or something of similar caliber. And, yeah, wish already has a full heal attached to it, along with greater restoration, which is already strong, but this actually restores a good chunk of valuable resources to most classes.
Pretty unhappy with things so far. Not a fan of “spells prepared” mechanics, liked the flexibility of having 2 level 1s and 4 level 4s even if I could only cast 1 level 4. The aid nerf really gets me, temp hit points are way to “cheap” as it stands aid needs to be level 1 or 10 hit points. Heroism that gives (or did) every round was pretty”meh”, and it’s maybe better. The healing “tricks” made healing semi ok. Healing is soooo underpowered compared to damage it is already a poor use of actions or spell slots. They took banishment off the table, it was “save or nothing” but now it’s save or nothing and repeat. Things like “hold x” are better now. Also chances of permanent banishment are crazy low. Atleast give disadvantage on saves. It’s not all negative, the level 3 all is probably a good thing, however I did enjoy the building it allowed, but I can see that. The rules clarification is good. Maybe the wizard will get more spells prepared type of thing. The loss of spiritual weapon is a killer too. That was the “I can do something, while supporting”.
Still not a fan of Guidance. The fiction of the cleric reacting to somebody nearby failing a task and then quickly giving them a divine bump is still silly. Mechanically, it’s a must-have cantrip that messes with the immediate narrative resolution of rolling a die. Personally, I think it should be a 1st-level Cleric ability that allows you to bestow your deity’s blessings upon somebody who is about to do a difficult task (a skill check) a couple times per day. Maybe make it a d6 to compensate for the fact you might waste it on a good roll. Wouldn’t that be much more narratively satisfying than clerics just spamming “Guidance!” as reactions to people failing a skill checks?
Does anyone else hate the “0-level Spell” nomenclature? I had hoped that spell levels would be renamed, as they otherwise seem all about cutting down on confusing hurdles for new players. Instead, we are taking a time machine back to 3.X and once more calling cantrips “0-level Spells”. Ugh. I hate it.
I hate that 10ft range on Guidance and resistance. let’s see when those abilities are useful: Guidance: cast it on the rogue with stealthing. Sure the cleric in full plate armor will follow the rogue on stealth mission? Cast it on the rogue to help him find trap and ambush: So this way if even with guidance the rogue fail to find the trap/ambush, both the rogue and the cleric will get hit? Cast it on the bard when he’s doing a persuasion check: Fine this one work great… if the town guard accepts that you cast spell during the conversation. I mean he probably cannot determine what spell you are casting and he would probably be worried you are trying to magically influence him. If I was the DM I would probably lower the attitude of the town guard by one stage if you try to cast spell near him especially if you cannot explain what spell you do. Cast it on the wizard when he tries to remember an religion/nature/arcana knowledge: great work great Cast it on the ranger who follows the track of his prey: similar to the rogue, the full plate cleric will follow the ranger on his hunting trip? So yeah Guidance is still good, but lot less versatile. It’s useful to help on an ability check that has few consequences or if the party was already close by. But it’s now useless for any dangerous ability check (disarming a trap) where the rogue or ranger would have gone alone with a divine protection in the pass. Resistance: Normally if we face an enemy able to cast an AoE effect (like a fireball) the party tend to spread when possible, so the fireball could hit just 1 or 2 party member.
I understand you not liking the preserved life only restoring up to half. I think it’s because they still want them to cast spells to heal because that’s what slot of the abilities are there for. Also clerics now get their website divinity up to their proficiency modifier per long rest while only getting one back in a short rest. I think a big theme with one D&D is encouraging players to use all their abilities and not just focusing or relying so much on one or two.
The aid spell and sprtual weapons are the bug offs of this ua. The rest of the casting still possible but it increases the long rest by 1 hour which is a good thing. Dragon born flight is meh. Would like a choice between it xnd blind sight like dwarf feature. The damage is still low not worth a weapon change if irs on top of the attack then it would be great. The change to be able to change the size and shape every time is a much wanted feature.
I might have missed your response in prior articles, but what is your opinion on the number of spells prepared? So far Bard and Cleric have the same prepared spell structure being aligned with the number of spell slots. ASI investure doesn’t seem as important especially if you are taking mostly supporting type spells. Maybe that’s one way the Wizard will stand out. More versatile spell preparation.
I don’t know how I feel about Spiritual Weapon. It gained concentration which is a nerf but it now scales per spell level above 2nd level instead of every two spell levels which is a buff. It looks less beneficial towards melee cleric builds but better for more range clerics. Overall it is a nerf as it restricts play styles much like they did to rogues in 6e. Now if they can do something about blade ward.
The other big change to Aid is the change in duration from 8 hours to instantaneous. Previously, a sorcerer could double the time to 16 hours with metamagics -> enabling a sorcerer to burn a high level slot on the party, then take a long rest and having it active for the first half of the adventuring day. Now, I believe, the Temp HP disappears after the targets? Finish a long rest.
I am a bit worried because no one talk about how week the divine spark is…. Like 3d8 CON save with an action until lvl?????? I sou-lhe never use this feature ever, It is almost like a cantrip damage. Even the healling pass lvl 5 is trash. I hope more people notice and out this in the survey because the way It is now it is awfull
I love the new Cleric design. Now there’s a meaningful choice between being a brawler or a scholar or a websiteer, and it’s separate from Domain, which I think is great. Life Domain seems nicely cleaned up. I was going to say they ought to get freely prepared 1st level spells, but that’s not really necessary. A Cleric is always going to be preparing 4 of those, given the changes to how prepared spells work, so I think it’s fine. For Spiritual Weapon, I think that’s fair. Most similar-ish spells (sorta kinda Moonbeam, Cloud of Daggers, Flaming Sphere) are concentration spells. Most repeated damage over time effects should be concentration spells, IMHO. I think the Resistance change is great, but I worry that Guidance is still too strong. In combat, when you need to roll saving throws, the opportunity cost of a reaction for Resistance is still important. You can’t Counterspell or Opportunity Attack or whatever. Out of combat, that opportunity cost isn’t there, and Guidance can once again be used on essentially every skill check. Adding “Once you benefit from this, you can’t gain this benefit for 10 minutes” cuts down on spam, and gives a real opportunity cost. Waiting a full long rest was perhaps too extreme, but 10 minutes should be easy enough. Ardling has good bones, and I think they deliver on the animal-person vibes well, but I think the power level is low. Compare and contrast to a High Elf. Both get Keen senses. The elf gets to choose an Arcane Cantrip after a long rest, about equivalent to Divine Cantrip.
Also, Goliath has one option that is literally objectively better than all the rest – the Cloud’s Jaunt. It’s miles ahead of every other option. I dunno how they could leave it in. I hate that some elves can do it in the current D&D with no downside anywhere else. And that’s the same thing – objectively better in 99% of cases in every game. 2 to 6d10 fire damage per long rest is pretty much useless. The frost giant slow is okay-ish. The Hill Gaint’s Tumble is okay. Stone’s Endurance is meh. Storm’s Thunder is less than useless. You literally do it if you have 0 other potential options. I don’t see anyone taking anything but Cloud Ancestry in anything but the most niche cases.
I’m glad they look at banishment, it felt too powerful. I don’t like the direction of the nerfs, I think it should primarily be good against extraplanar creatures and this version is pretty much useless if you actually want to banish something without killing it (and even worse at CCing outsiders than other monsters as they tend to have higher Charisma saves and magic resistance)
“I want to be a protector cleric!” – I gain more defense for myself, more damage against my foes… So… I don’t protect anyone except myself… Gaining extra cantrips for resistance and guidance seems more protective to me. Why can’t they make those options available for double down? Regain 2 uses of website divinity, extra skills you are good at, maybe a +1 to ac and to hit rolls?
The change to Resistance makes it really REALLY good. I’d take it 10 times out of 10. Kinda problematic, but it’s definitely a change that I think will be better evaluated with playtesting. It really invalidates the War Wizard’s 2nd level ability. Now you can just have Shield and Resistance and have a comparable version (Resistance isn’t Arcane, but still)
nerfed aid, enhance ability gone, concentration spiritual weapon, what would I even want to prepare with these 3 mandated preparations of second level cleric spells? I guess there’s an obligatory prayer of healing once per day -provided that short rest features aren’t changed to inconsequential things.
Long rest change change clarifies that you can do the long duration spell thing, right? – you just lose an hour of duration to the hour you need to add to the long rest. So now your long rests take 9 hours and you have 7 hours of mage armor up at the start of the day. It’s still unclear in the case of casting multiple spells – “casting a spell” and “immediately after”. Do I have to cast a spell, resume the rest for a second, cast the second spell, resume the rest, etc – which would mean an additional hour per spell? A literal reading gives that meaning to me. Then again I would also assume the intent isn’t to not allow leveled spells in a combat interruption – so start a combat (str 8 wizard punches the fighter) and cast all your spells then resume the rest once.
Chris, aren’t you worried Resistance will be spammed, like Guidance was / will still be ? They feel a bit too strong as reworded now. Also, I don’t like reactions to triggers you can’t necessarily perceive (some saves aren’t visible). Also, worried about stacking with so many features from current edition and One D&D that offers bonuses to checks or saves (e.g. Bardic Inspiration)
Not sure if this has been covered, by other comments, but I think rest casting is still up in the air. The big question to me is what the term “immediately” means. The current wording says your long rest is “stopped” when you cast a spell. Therefore, when a second or even third spell is cast, it is not interrupting my long rest as the first spell “stopped” it. So, what is the definition of immediate? I am not sure in a non-combat situation how that is going to be defined. I mean, if I wake up, cast a spell, and the take time to say a few words to my colleague on watch, have I failed to immediately resume it? And the “immediately” is not expressed as a condition either, “you can immediately” resume it, not “you must” immediately resume it. Suggests to me that if I get up and cast 4 Gift of Alacrity spells, I only actually interrupted one long rest, as I had stopped the long rest by the time the others were cast.
Wait a sec, is guidance out of combat just a better jack of all trades/luckstone, because you just activate it if you (or a suitably close ally) is about to fail a check, meaning that if you have a guidance cleric and the party positions wisely, any skill check is on average made with a +2.5. Again, you only need extra numbers on a failure, and out of combat there is no cost to a reaction, so the only limit to its spammablity is range. Sounds kind of strong to me, or am I missing something?
It’s funny how your views and mine line up most of the time Treantmonk. I was in the forums yesterday ranting on Banishment cause.. it’s just garbage. Some folks said it was now being shifted from a player spell to a DM spell, but even as a DM I think the new Banishment is just terrible. Almost half the classes have proficiency in Charisma saves and all of those classes are the ones you would want to Banish anyways. I think this change is absolutely abysmal for a 4th level spell. Such a high level resource for potentially, removing an opponent for 1-10 rounds and if you think you can permanently banish an enemy to it’s native plane, I wish you good luck. 10 rounds of failing a saving throw is statistically highly improbable. Elementals are about the only thing you can reliably banish as Fey and Celestials have good Cha and Fiends usually have advantage on their saving throws. Terrible change.
As it stands right now, Ardling seems kind of underwhelming. But an easy fix I thought of was at level 5, we gain access to ANOTHER Animal Ancestry. Flavor-wise, it’ll push the Ardling towards a more divine chimeric form, which is also seen in various mythologies. Also maybe add 2 more Animal Ancestries for nocturnal and tanky animals, so that at least some Ardlings have darkvision, and we can move the Triceratops from the Racer ancestry and into the tanky ancestry.
I find that cleric as become an even more generic class, the bonus website divinity should be at level 3 as well and bring the level 10 feature back to level 6. I find quite a few subclasses become far worse with the new positioning of features making u just a basic cleric until level 10. The Arcana, Knowledge, and Nature domains have meh 1st level or divine domain features but amazing 6th level features. And with only 4 subclasses being chosen I don’t see these 3 getting revised versions. So when we try to port them the good flavour abilities won’t be live till way later in the campaign. And as a light cleric player, losing faerie fire/burning hands and not getting improved flare till level 10 feels very bad.
Seems to me Disciple of Life could still technically work with Goodberry. Your allies just have to eat the berry on the same turn the spell was cast. 😂 (Or a funnier interpretation: You just have to promise to give them a berry later in the day, and they already get the healing as the spell is cast.)
Aid: The biggest disappointment with this is that now it makes Aid useless if you have other ways to grant temp HP. Maybe being able to combine Aid with Inspiring Leader is a little much. If all they wanted to do was stop people using Aid as an emergency in-combat heal, they could have just made it a 1-minute cast. Banishment: The one benefit I see is for if the DM uses it on a player since there’s a second way to break it (instead of just relying on breaking concentration). But for a player it’s disappointing. I guess there’s still a benefit to it, but if the enemy has a really high save bonus, then there’s almost no point in casting it: is a round or 2 of prep time really worth the 4th-level spell slot? Guidance: The one change I would like to see is “Reaction which you take in response to you or an ally within 10 feet of you MAKING an Ability Check.” Depending on the check, there isn’t anything to really say that a creature “failed” the check – at least if I am using a sliding scale of DCs. Maybe the player didn’t find the coded note (DC 20), but they did find the letter of mark (DC 18). If I say that they can use Guidance, then I’m telling them there’s something they missed. The “sliding scale” may not be strict RAW, but I can’t be the only one who does that kind of thing. Influence Action: To me, “Influencing” feels more like it affects Wisdom than Intelligence Rest Casting: It kind of felt like rest casting was a bit of a cheat. That’s part of the reason I like Extended Spell with Divine Soul Sorcerer.
I don’t know how The Epic Boon of Fate that is just a once per combat (that only affects one turn at most) d10 bonus or penalty seems better for you than being able to cast up to a 5th spell that possibly can have a lasting effect for minutes or an hour. Or one of those utility spells you would never try to spend a spell slot on, but now you can do so without worrying about it. If this one is weak for a Level 20 character, the Fate one should be as well. (I Personally don’t like most Epic Boons options, most of them seem weaker than most feats). The Epic Boon of Fate is a feature that many other classes already can do at lower levels, it doesn’t feel powerful enough to be the last thing you choose for your character. If you’re building a character to be able to debuff enemies, you probably already have other features that do that sooner, having just one extra dice doesn’t seem like a big improvement if you’re already invested on that concept during your whole career, you already have a big pool of abilities that do that.
Their approach in trying to get high satisfaction ratings on new rules and content will fly in the face of preventing power creep. Players will complain about most nerfs and the Ardlin is a good example because I think that everyone will compare new flying to Aarakocra. So anything less will not get as many votes.
I like the base idea of Orders, but realization is just awful. As it is, i read it as “You get a heavy armor at 2nd and website divinity recharge at 9th”. Order should get an upgrade at 9th not a second one. They can put Potent Spellcasting for Thaumaturge and Divine Strike for Protector. Even if Divine Strike wasn’t a great feature, at least melee cleric fantasy archetype was a thing. Right now Martial weapon proficiency is just useless.
I found it weird that the Ardling that had claws just doesn’t get a normal 1d6 unarmed strike with slashing damage like a tabaxi. A little bit of extra damage tied to your pfb is silly to me, and the Ardlings that are based off of water based creatures ought to be able to breathe underwater and have a swimming speed. The changes to the Ardling are kind of strange design choices for me personally. I do like the idea of the Ardling though – very Egyptian and I do like that a lot. So hopefully they don’t just scrap the idea all together.
I feel like they should buff the ardling a little but still keep it because its such a good catch all furry race. removes the need to have a lion person and a bird person and a dog person and a wolf person and a monkey person and an elephant person. I’d love if they gave us a few more options, moved the cantrip to those options and let us pick two of them. add a tanky option(Ac, temp hp, or damage reduction), a large option (powerful build + a trample ability), divide claws (make it an 1d4 bonus attack similar to dual wielding maybe) and climbing (Add the slow fall) and actual flight (flying with armor restrictions and make it explicitly optional). Voila one race to maka any animal race. like i know thats not the intention but i think it would be cool.
Re: Banishment’s minor change: as a DM I had a few situations where the old behavior was HILLARIOUS. Party’s on a different plane/demi plane without realizing, after a hidden gate of some form. They’re fighting others that came in via the same gate. Spell doesn’t say WHERE the banished creatures go when they got banished, so I had them return to their last location on their native plane (ie: right next to the gate)… and walk back through the gate. At which point the party caster could (and did) stop concentration on the spell to … force move them back to their prior location, w/ no save. So, I’ll miss that behavior.
NOTE: If I read it correctly, rest-casting is actually fine. “You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour to finish per interruption.” If I read that correctly, you are interrupting the rest by casting a spell, but you can then take a longer long rest to compensate. The thing I’m not sure is if you would have to lengthen it by an hour for every spell, or just for a single burst of spellcasting. If you are interrupted for combat and cast 4 spells, I read it as you would add a single hour to the long rest; if you are awake and cast 3 spells in a shorter period of time (and without the excitement/exertion of combat), I can’t imagine it being any harder to go back to sleep than with combat! The bigger problem I see on rereading is the requirement that you cannot start a long rest until after 16 hours. Adventurers’ long rests get interrupted with reasonable frequency. If the DM is especially mean, they could have a random encounter (combat) every night. Say that the party is on the road for 7 days, and each day they have a combat. They started off starting their long rest at 9 PM; by the time they reach their destination, they are now going to bed at 4 AM! By the time a party reaches level 8 or so, they could be fully nocturnal! The two “simple” fixes I see are to either arbitrarily declare that days are now 26 hours instead of 24, or else to change the limit to “You must wait at least TWELVE hours before starting another (long rest)” instead of 16.
Starting level 7 when you reach a new spell level you can only prepare 1(!) spell for your highest spell level. I find this brutal, even considering bonus spells from your domain (these really become important now!) I hope that full spellcasters still get bonus spells out of their prime ability, otherwise this is a mayor nerf to all spellcasters.
The goodberry argument is NOT over and I think clarifies that it COULD work, even if in a less effective manner: the key is on the same turn. You could cast it and any goodberries eaten that turn should qualify. That may mean it is still less effective, but any creature that needed the higher point heal could ready their action to eat a berry as soon as it was given to them, or as soon as the cleric cast the spell or some such. Action economy is wrecked, but it is possible, especially as a non combat heal, as it can easily be said you’re waiting for the moment of spellcasting. This could also waste a few max-heal berries (not wasted, just the extra heals), but you’re still able to buff the spell, and it LASTS the whole turn (which as already pointed out, would have to be the same 6 seconds as the casting).
interesting things though i don’t play cleric enough to really have a opinion on those changes beyond no more “really good berries” and the one dip meta. I am wondering about how sorcerers are going to look now, so weird to gain your Origin at level 3 but seems like mage is going to be last so we got a wait. Hope they give Ardling back the Radiant resist and spell casting tho, think that plus what’s here will get them up to passing, like i’m still not sure who this species is for but yeah.
Honestly I have concerns with the banishment spell and it’s new wording. Old banishment was too strong and I’m fine with the new saves being added but with them not using home plane but by creature type a player pc can now be sent to another plane with this new version. I’m still sussing out how I feel a out the new movements as well I feel like they’ve got it decent but need to allow for swimming to be used to get onto land properly. It’s close but not quite there
my favourate thing about the cleric is using a holy symbol to cast your spells is OPTIONAL, under spellcasting it says you CAN using a holy symbol to cast your spells which is really flavourfull for clerics that dont follow a god and are more emotion or idea based zelots, just hope they remove the meantion of it in the other class abilities so that we can run with that flavour. ALSO turn undead is now not limited to certain CR undead its ALL UNDEAD, FUCK YOU LICH AND ZOMBO YOU ALL DYING TONIGHT!! dont like the preserve life feature only working on upto half hp, if someone wants to use one of their few points to fill up let them or if they want to waste it and topping everyone up from good to full let them, i dont see or care for the harm
The ardling flyer is garbage. The vertical jump rules cap your jump to a mostly meaningless number whatever you roll, and the horizontal jump is exceedingly weak – you almost never jump in combat, and much like flying a DM is either going to give you options which a non-ardling jumper could traverse or its basically an impassable situation. DM: its a wide gap. Player: How wide? DM: How far can you standing jump? Player: 7 or 8 feet? DM: Sorry its 12 feet wide and you don’t have room to run.
5:47 Sure, if you consider PEBKAC an error. Why the hell do they have “an ally within 30/10 feet of you” in Guidance’s and Resistance’s ‘Casting Time’ sections? The usual wording is ‘within range’. Do they deliberately want Guidance/Resistance to not benefit from the Distant Spell metamagic? 12:39 I sure hope they don’t leave the wording as-is. If the rest is interrupted by combat, martial classes will only be set back 1 hour, whereas spellcasters will have lost 1 hour for the combat plus an additional hour per (leveled) spell they cast during that combat. 14:44 What makes this version of Resistance even better is the wording “in response to (…) failing a Saving Throw”. This makes it unambiguous that you don’t have to cast it before everyone rolls and just guess who needs the spell the most; you can wait to see who failed and cast it on them. Heck, that might even be too good to be a generic spell.
You seem to have missed that the upcasting for Spiritual Weapon now adds 1d8 damage for EVERY spell slot above the 2nd instead of every OTHER, essentially doubling the damage output on upcasting. Which, in its extreme would allow for 10 attacks dealing 8d8 force damage, and each one can crit. That is rather significant, even with concentration. I however like that nerf. Now taking Spiritual Weapon is not an almost obvious choice anymore.
Changing Spiritual Weapon to be a Concentration spell opens up some interesting possibilities for other cleric subclasses. For instance, the War domain could allow you to cast Spiritual Weapon without concentration, much like the ranger in the expert classes UA does with Hunter’s Mark. Overall I like most of the changes presented here, but we still need to have the full picture to make a judgement.
Maybe I’m missing something, but I don’t get the “prepared spell list is just as before”? Currently if I use Tasha’s optional rules I can get a wisdom score of 18 on a level 1 cleric by choosing custom lineage and taking a half feat that boosts my wisdom. Ok. In the current method of choosing my “prepared spells” I add my wisdom modifier and cleric level to get the amount that I can choose to prepare for that day. Six spells to prepare at level 1 for my cleric with a wisdom of 18. I only have 2 slots to cast any, but I can choose from any of the 6 I’ve prepared. In this new method, at level 1 it seems I can only have 2 “prepared” spells. Not just 2 slots to cast them, I can only select 2 spells TO PREPARE. No wisdom modifier or character level buff to prepare extra spells. Just a flat 2. If you have a wisdom score of 13 you can prepare 2 spells. If you have a wisdom score of 18 – 2spells. If you have a god like wisdom of 30 at level 1 – you can only prepare 2 lousy spells. I’ve read the wording in the sections regarding prepared spells and the chart which matches what was previously referred to a “slots” per level. Nothing that I’ve read seems to say that you get bonuses for higher wisdom or levels. To me this greatly nerfs any prepared spellcasting class. Only one-third the spells to start with? And it stays lower than before going forward? This takes the “support” out of what was once a support class character. I’ll admit I haven’t been following along too much since all the debacle of the OGL of the past few months, but I do follow a few people like Treantmonk that I consider wiser than myself in D&D matters.
Isn’t the Hill Giant’s racial ability to knock an opponent Prone pretty… strong? I mean, no saving throw, nothing–they just go down (of course assuming they aren’t immune to prone condition). Battle Master’s Trip Attack, Wizard’s with Grease, etc., all grant a saving throw. It sounds like Hill Giant’s feature just works. That feels like a strong feature.
Just one more comment: I think they are trying to close the gap between martials and casters by: 1) Reducing spell preparations (now tied to slots, somewhat similar to previous D&D versions…); 2) Maybe nerfing some spells (we saw Banishment now, maybe we see Shield nerfed); 3) Who knows? Maybe magic action will provoke attacks of opportunity as it used to do….
In previous UA documents (and reiterated partially in this document) we have universal prices for Gaming Sets (1gp), Musical Instruments (20 gp), and Artisan’s Tools (15 gp). I was curious if they were going to adjust the prices of other things (especially things that cost 0.5 gp as some gaming sets do in 5e). Using the Priest Pack presented in this document, I did some math and everything in their adds up using 5e prices unless they go with the philosophy that packs should cost less than the cumulative price of their contents. So, as of now, they are not bumping up 0.5 gp items to 1 gp which isn’t really significant in the grand scheme of things, I just thought it was interesting. Also, curious to see if they try to homogenize prices for armor (light, medium) and certain weapons (simple, martial).
Aid: max HP is better, but temp HP is easier to keep track of, imo. In my experience the max HP only comes up if you suffer massive damage and need to check it to see if your instantly killed. Banish: originally very not useful if your adventure takes you to other planes. Now, all around more useful imo. Just let Goliaths be Large WOTC. It’s really not that big a change really.
I really hate the new changes for Banishment. Did Wizards actually check the math on what are the chances you can permanently Banish a creature to their own plane if they have to make a saving throw EVERY SINGLE TURN? What’s worse is you can’t even affect their saving throws cuz they’re banished in a different plane, so no spells and class abilities to screw up their saves. Hold Person is better if you just consider Humanoids. Oh my lord, I hate this change.
I am disappointed with Aid, since, even when used as a buff, still had such a cool niche. Since Temp HP doesn’t stack, Aid becomes useless with stuff like Inspiring Leader and other Temp HP options. I think they could’ve just clarified that “This Spell only works on a conscious target” or something to that effect. What do you guys think?
Aid would be nicer if it stayed as max HP, but with a line saying only creatures with 1hp or more could benefit from it. This new invisible format removes the advantage stuff, but leaves the surprise to question if you still have this part even if they see you. I’m so damn happy that rest casting is dead! Epic Boon of Spell Recall is bad even on a warlock. Epic Boon of sight should be open for martials as well (they’re the ones who need it the most). Greater Divine Intervention seems kinda of a waste of capstone. The original player handbook one would always work anyways because it was got at level 20. This one, you get 2 levels prior, but is still mostly meh, since the chance of failure at level 18 is barely non-existent. The reduced cooldown is ok I guess.
I really hate the change to Banish, I understand that it’s probably much more fair with this change, but being OP and iconic was much more fun. I never had an issue with that spell being abused, just plan for it. Successfully banishing something in 5E would be something that would have cheers all around the table, and create an entire scene around itself, killing everything and then setting up for the OBLITERATION round when it returns. Just feels like they took away something fun that wasn’t a problem.
Re: The change from “race” to “species”. I think this is a good change, the word race has too much political baggage with it now. Even scientists and researchers on race differences have stopped using the term in favor of “ancestral background”, “population groups”, or something similar. “Genus” or “family” might have been a more accurate term for D&D, but the former is known mostly just to biologists/researchers, and family has too many non-scientific definitions.
Turn Undead is weirdly over-complicated. It Dazes the creature(s), but limits them to the Dash action if they take actions. And the new Dash action only gives you a bonus move. So essentially you get the option to Move or Move. Technically, a creature could have bonus effects attached to their Dash action, but I doubt that’s worth this needless complexity.
Not sure even the point of adding the part where they get permanently banished if still in the other realm at the end of the spell. How often would a creature fail 10 saving throws in a row? I mean it could happen, but extremely low chances. Spiritual Weapon basically non existent now unless maybe you’re fighting a single target I suppose and you want to be farther away than 15ft from it. Other than that I feel like Spirit Guardians would be the go to 9/10 times. Hard to say if this is a nerf to only Clerics, maybe other spell casters will see their go to spells nerfed as well. Maybe its a way to make Clerics more supportive, but you could just take Telekinetic feat I suppose so you have something to do with your bonus action now.
Powerful build is not the same. The old version did not give you advantage to get out of grapples. I don’t think the large form is a good trade for cold resistance, though I like the variety. Maybe if you got an appropriate damage resistance based on your giant ancestry, like dragonborn do, that would be better. I must be an outlier, because I’ve played two goliath characters heavily in 5e, one from 1 to 16, and one from 3 to 17
Here’s my issue with the “Interrupting a long rest with anything but a 0 level spell”: Do rituals count? Because most DMs allow you to do all your ritual casts of Identify as part of your Long Rest, but here we have a definitive prevention against that as a rule. This would mean you have to take time out of actual adventuring to Ritual Cast.
I hope they give True Strike the new reaction based Guidance/Resistance treatment. A bonus d4 for an attack that would have missed otherwise, potentially turning a miss into a hit. It would also complete the d20 Test trifecta: Guidance – Skill Check Resistance – Saving Throw True Strike – Attack Roll
Regarding two weapon fighting, it seems drawing the 2 weapons will continue to be a problem. I believe there are 2 possible solutions: 1-We remove the ability to draw two weapons part of the Dual Wielder Feat and add it to the two weapon fighting style, making the option accessible at a reasonable spot (I mean if someone has the fighting style they should have the skill to draw 2 weapons) and it leaves some more room for cool things on the feat. 2-It becomes a general rule of Two Weapon Fighting Rules that you can draw or sheathe 2 weapons instead of one as long as they are light when using the free object interaction. Again there is more design space for the feat, to further improve 2 weapon fighting. Both seem fine. Perhaps the 2nd one is even better.
One weird thing to note is that the Life Domain’s Preserve Life is not a magical effect. It’s not a magic item, it’s not a spell or reproducing the effect of a spell, it’s not using spell slots, it’s not a spell attack and the description never describes it as magical. It even uses an Action as opposed to the Magic Action the regular website Divinity options use! The only thing that hints that Preserve Life is magical, besides common sense, is the description of website Divinity which states it is used to “fuel magical effects”.
GOLIATH: 1)\t35 Feet movement – But level 5 feature gives +10 movement (and grows to Large). 2)\tGiant Ancestry a.\tWhy? They will have a Giant Book next year for a GIANT KIN b.\tShould state that you cannot change the Ancestry once chosen at creation. c.\tGiant cannot do what the Goliath can do. i.\tCloud Giant = can cast 3 Misty Steps a day 1.\tGoliath just innately teleports PB / Long Rest. ii.\tFire Giant = Immune to Fire 1.\tGoliath can add 1D10 fire damage to a target that takes damage on an attack iii.\tFrost Giant = Immune to cold 1.\tGoliath can add 1D6 cold damage to a target that takes damage on an attack and reduce its speed by 10’ till start of NEXT turn. iv.\tHill Giant = Nothing dealing with PRONE condition 1.\tGoliath can hit large or smaller targets and if the attack does damage the target goes prone. v.\tStone Giant = Nothing dealing with Self-healing 1.\tGoliath As a reaction to taking damage roll 1D12+Con MOD and reduce that from the damage vi.\tStorm Giant = Can throw lightning but nothing about Thunder damage 1.\tGoliath as a reaction to getting hit (60’) Deal 1D8 thunder damage to attacker)
for dragonbon I really like that they added the option for breath attack shapes and the wings at 5th level honestly, I wish that they’d also readded chromatic, metallic, and gem as proper subraces; and that the 5th level option was a choice between different things for extra cuztomisation, being able to choose between wings and other things such as a draconic pressense or the like would be great for ardling I feel like they are varely celestial now, on top of their options being not as great as the flight; tho I do like em having options I juat wishes they were better and one was flight (tiefling should get a flight option too haha); and I’d like it if they could have spell choices and subraces like tieflings, I did like that myself
As someone who mainly plays a Life Cleric, my reactions: –Moving sub-classes to Level 3 is awkward lore-wise but makes enough sense for gameplay reasons that it’s ultimately a good change. I’m a little miffed that it means that I’m just getting 2 fewer domain spells, but because they tightened up the Life Domain’s bonus spell list a little to take more spells I’d actually want to make sure I had, I suppose this is overall a good change, provided they give other Domain spell lists the same treatment. –As far as the Life Cleric sub-class features themselves, it seems strange to me to move Preserve Life to 6th level and even outrageous to move Blessed Healer to 10th. I’ve never known Blessed Healer to be that strong that it had to be one of the final abilities a cleric would acquire in the average length campaign. Maybe if they made it interact with Divine Spark and Preserve Life, I’d be okay with this change, but as is it’s lackluster. It also made sense to me that Preserve Life used to scale alongside the Paladin’s Lay on Hands – are they going to not give Paladin’s access to that until around the same time? That said, Moving Supreme Healing down to 14th level makes sense, since it was lackluster by the time you got it originally, and now it’s a bit more impressive/useful for the level it’s at. –I can’t say I’m a fan of the website Divinity changes. Divine Spark: The scaling of divine spark means I don’t see myself using it as a damage option in most circumstances. Let’s say I’m level 8: 13.
I’m a fan so far of nerfing some of the most commonly taken spells like Spiritual Weapon and Guidance, just because those kind of spells end up being a non-choice/must-haves. I only hope WotC follows through and nerfs the biggest wizard spells like Fireball, Hypnotic Pattern, etc. If they don’t, they’re basically admitting that they intend wizards to be the most powerful class in the game.
Before I watch this (because I don’t want to forget to comment this) on your last article I posted something about find steed/greater steed which clerics. Well for the new divine spell list they removed find greater steed but still have find steed. I hope that it’s a case of conjure volley or hunter’s mark where paladins will be able to use find steed in additional ways than the basic warhorse. But now your cleric can get a free horse. Edit: also something that isn’t a change but I think it’s important to note, there are only 6 cantrips on the divine spell list. Toll the dead is now gone making sacred flame their only damage cantrip.
My major issue with the Cleric (besides Spiritual Weapon) is with the Holy Order at 2nd level, specifically Protector. This means if you want to have Strength as your secondary stat as a cleric, you are going to spend level 1 wearing inappropriate armor, and given the MAD nature of the Cleric you will not have the space to have a decent DEX to survive that level. This on top of having to sacrifice your Order to get the correct armor, all for the benefit of one extra AC once you do get access to plate and one extra DPR when you use a weapon – an option that is all but guaranteed to fall behind cantrips in the first place – makes it notably worse than the other two options in my opinion. Isn’t DEX already superior to STR in enough ways without also making it the clearly superior option as a cleric? To be fair, we don’t know for sure that armor has the same AC calculation yet as that part has not yet been shown in the rules golossary. For example, medium armor could use STR or DEX which would solve this problem entirely and make me very happy. After all, the cleric in medium armor with a mace is a pretty common fantasy trope and is currently mechanically untenable. Such a fix would allow for it.
I’m honestly very concerned with the “Backwards Compatibility”. It feels like there will become a lot of issues and confusion. How does this interact with classes, spells, feats? For example, the new rogue doesn’t get sneak attack on opportunity attacks or attacks granted by a battlemaster. It seems like rogue was nerfed overall, so why wouldn’t I just play the old rogue? Same issue for spells and feats. The new Spiritual Weapon has concentration. Can I use the old one instead? Can I take the old Great Weapon Master and Sharpshooter that were changed because they felt too strong and almost necessary? That seems especially problematic if the new Warrior classes are going to be given extra power to compensate. Right now, it feels like the only things that are backwards compatible are Races (which even then is kinda clunky with new backgrounds, feats, etc.), Monsters, and Old Adventures. Even those last two make me nervous, because if the general power level changes, those encounter balances and CR ratings might need tweaks. Overall, the Backwards Compatibility feels like a nice goal, but isn’t going to work in practice.
Goliath now seems like the best race for any caster. Extra speed, BA teleport which is not a spell, dmg reduction, once per day extra speed for 10 min, advantage on all STR checks, advantage on rolls to escape grapple (both for DEX and STR checks)! Casters will profit from this by far the most! They don’t want to be caught in melee, grappled, they want to be mobile and they have least HPs. As martial, I would probably pick different race…
I really like the Holy Order rule except for the detail on Scholar. I dislike the bonus being +WIS. I would have strongly preferred that this bonus be granting Expertise in the skills instead. This keeps the bonus being more modest at lower levels (+WIS will probably be higher than +Proficiency below level 13) and prevent possible crazy skill checks if a Cleric stacks Scholar with Expertise by some other method.
About Prayer of Healing and Catnap: Catnap actually has the same restriction of once per long rest than PoH now has. The main thing that Catnap does is that Sorcerers and Wizards have access to it, giving them some kind of healing. Catnap was also not available to Clerics. The situations where Catnap is useful are very few. If you want to give someone a short rest while maintaining Concentration on another spell Catnap takes an Action to cast rather than 10 minutes for PoH. If you can trick someone into accepting a Catnap it makes them unconcious. Catnap is from Xanathar’s so it probably won’t be changed with this new PHB. I took it on my Sorcerer in an adventure where we homebrewed that a Long Rest takes a week, a Short Rest takes 8 hours (a night) and you can only recover class features from Short Rests twice per Long Rest. In these circumstances reducing a Short Rest to 10 minutes is a bigger difference. Catnap also lets us recover class features without counting towards the homebrewed Short Rest limit. Even in this setting it was only moderately effective in the best case scenarios.
I’m not super a fan of the implication of a creature’s high intelligence making it less likely to help someone. You missed the other Spiritual Weapon change. Upcasting is a d8 every level now instead of every two levels. Also, they’ve majorly codified rest casting with this description. Right before your Long Rest ends you can cast a long-lasting spell and just extend your rest by one hour to get the spell slot back. So you could have Mage Armor for 7 hours, etc. Lifeberry isn’t entirely dead, people just need to hold their action to all eat a berry at once. But that is a unique thing and still means only one berry per person.
I like most of these changes. My current group is pretty much all very optimized (life/circle of the shepherd, hexblade/paladin/divine sorcerer, champion/bear totem half orc, etc) and yeah, it feels a little “cookie cutter” to me. The DM has to up his challenges and buffs the monster or we blow through them too easily. I think having super characters does have a really good chance of making the non-optimized players feel lessened/negated (ala your fighter experience in the article on the God wizard). Instead of focusing on the game experience, players may be too into the large damage number and such that the perfect optimization can bring. I think One DnD, by moving some of the better features into later levels will lessen the massive optimization of 5e. I doubted it, at first. But I suspect this change will be for the better.
There’s slightly more to the new Influence. It’s not just a static DC. Before, you were tailoring the request and the creature’s attitude to the DC. Those were DM tuning knobs. But now, with the static DC, the part about a ‘well-suited request’ potentially granting advantage is gone. A hostile creature always imposes disadvantage and a friendly creature always imposes advantage.
Interesting that Fire’s Burn, Frost’s Chill, and Hill’s Tumble does not specify that the attack needs to be a melee attack. Spell attacks and ranged attacks should have the added effect. A Frost Giant Goliath ranged fighter will seriously be difficult to catch up to in a one v one fight with 35 ft base speed, and each hit slowing its target by 10 (per use of the feature) along with that extra damage.
Its ok is my summary. Cleric doing better than rogue in buffs/nerfs with no signs of reprieve for martials is my main gripe, but I will take an edition with more interesting races, or species now, and rules clarifications. (my second gripe is they arent using powerful build that matches the one giff got).
Personally I love the idea of Goliaths being decended from Giants and I love the subtypes but there are a couple things that bother me. 1. Being able to grow to large size temporarily is nice but I kinda wish Goliaths were just large sized permanently. I mean if they’re rewriting all the races, classes, spells and rules then why not make it so they can be large? 2. I kinda feel like Goliath should have some kind of elemental resistance based on their subtype. Like cold for Frost Goliaths, fire for Fire Goliaths etc.
That ardling climber ancestry might just be the most optimal way to play monk now. if you go with the way of Mercy and take the fighting initiate feat( assuming they don’t/haven’t changed it.) to get your damage die up to a D8 early you’ll be doing fairly well as a damage dealer. I’m already sensing a shift in the winds for the monk class and I can not contain my excitement